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[RFC] New human factions #27479
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Bravo DesertersSoldiers who defected when shit hit the fan.
Gods ChosenA religious end of the world sect - but this time a good one.
The great library(obviously this is one of the great wonder's of the post-apocalyptic)
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Neo Natives
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The Strongarm SurvialistsA group of somewhat crazy gun-nuts
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AMSL (Adolescent mutated shinobi lizards)
And now to the serious version:
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You might be using it as a catchall, but instead of zombie cult it should be mycus cult, since mycus actively wants to recruit. I think the utterly deranged and fruitless zombie cult would work too, but it seems like a more minor faction. |
There are probably multiple tiny zombie cults, made up of people who have lost their minds, that pop up and die within a few months. While the Marloss Evangelists are slowly growing in strength.
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That's a much better name compared to what I wrote, lol |
The Campus Medium sized faction formed by a group of people who were evacuated to a college campus, managed to survive there, and have formed a community. Makeup: lots of young adults and university professors as well as members of the nearby community. About 60-80 people. Disposition: begins slightly idealistic and anti-old-guard. At some point they are taken advantage of by the free merchants and become a bit more jaded. They aren't foolish though; they have strong defenses and are probably one of the more powerful factions in the region. Qualities: the campus is quite large and well fortified. They have a few raiding groups that have gathered supplies and secured the nearby area. They begin somewhat welcoming to newcomers, but become more xenophobic (like everyone) over a fairly short time. After a period of time they become quite reluctant to trade. General notes: the people of the Campus were somewhat less hard hit by the cataclysm, owing largely to their younger age meaning fewer zombies intially, and them having more capable combatants. This doesn't mean they don't fear zombies, but they're less risk averse than most other factions. On the other hand, the campus provides most amenities they need to survive, with fabrication and science facilities as well as comfortable living dorms and underground tunnels allowing movement between buildings without going outside. It's pretty ideal. While the average campus-dweller isn't keen on going to the outskirts of town to find food, they don't have too much trouble putting together raiding parties large enough to actually make some headway. Grey areas: early on the campus becomes quite unwilling to work with other factions. The old guard got us into this, the free merchants only care about themselves, and the Raiders are the Raiders. This will translate into hostility and distrust to the player as well, unless the player starts the game as a member as well. Because they feel like they have this well in hand (and they kinda do), it should be very difficult to earn their respect As one might expect from a commune with an average age of 27, the Campus is extremely stubborn and self-assured. Left to their own devices, they will probably do well for a few years before imploding. |
We still need a faction of sewer dwellers. Plenty of players do this, so that means other people should do it. Possibly have some faction living near a lava crack though they tend to be in unpleasant locations so I don't know how viable that is. I have an idea for expanding the Hell's Raiders |
I would recommend playing up the transhuman element of the hell's raiders and reducing the psychopath aspect. It'd be pretty difficult to get and stabilize a group of actual psychopaths like that, but it would be comparatively easy to have a few really nasty souls at the head of a raider group that was constantly fed stuff about how they're the new wave of humanity and the only ones strong enough to survive in the new world. |
The Hell's Raiders shoot on sight, but one possibility to get in contact with them could be via two-way radio. Let's say the player picks up some conversation oder maybe a call for help. Upon investigating he finds a group of raiders trapped and out of ammunition, giving the player an opportunity to pick a side. As far as I know there are already some missions in the refugee center that involve killing Hell's Raiders, so there could be a possible plot turn in which the player instead allies the HR and betrays the refugee people. |
The Radiant Ones Survivalists Zombie Cult Fence Men |
The survivalists aren't about to insult you by giving you a cash card. They're going to give you a hand-written note which is a promise, on their word as The Radiant ones seem like an improbably small faction with improbably grandiose goals. Might be funny if there were two of them, though. Fence Men slaves can probably be turned into normal, if somewhat traumatized, companions. |
Knights OF The Cataclysm. |
I think it’s important not to over saturate the world with survivors. I know it’s ancient, but that old design doc painted a world near-impossible to survive in. I believe a core concept was the idea that “The Walking Dead”-style survivor communities aren’t feasible, and for humans to survive the new world they must change fundamentally into something more than human. I personally have trouble with the idea of simple communities surviving past the first couple seasons with the fungus, the triffids, giant ant colonies, the blob, transdimensional horrors, human barbarians, environmental collapse, cataclysmic climate change, mutated wildlife, and nuclear fallout all presenting massive existential threats. IMO the best candidates include the Old Guard (though it should decay and die over time), the Raiders (same), the Marloss (should gain power over time), the surviving XEDRA staff and the AI overseeing them (as a “reward” faction, located in the central lab, gives highly dangerous missions and rewards with high-tech gear and consumables), and the Fence Men and the Deserters as minor factions. (Imo the Fence Men could provide an option for the PC leading a faction, and the Deserters could trade in valuable military equipment as well as being recruited or hired as powerful mercenaries) |
This is definitely not intended. Ordinary humans can survive and even thrive as long as they know what they're doing and don't draw too much attention from strong factions. |
@kevingranade understood, thanks for clearing that up for me. That old design doc really painted a bleak picture for me. You’ll be releasing a new one soon yeah? That’ll help prevent my making rude blunders like this. |
It's still pretty bleak, but it's not a mandatory transhuman thing. There's certainly not going to be any big reset button on the world. |
AFAIK we moved everything we wanted from this to the [design document](https://cataclysmdda.org/design-doc/] |
More human factions needed
Currently, the game has 6 NPC factions, but there's really only 3: Your Followers, the Wasteland Scavengers, the Old Guard/Free Merchants/Tacoma Commune, and the Hell's Raiders. The Hell's Raiders are always hostile (currently) and Your Followers are basically an extension of the player. So it's really just the Free Merchants as a mostly friendly group, the Wasteland Scavengers as an unorganized group, and the Hell's Raiders as an enemy
There should be more non-hostile human factions who are not necessarily friendly with each other. That would add scope for more missions, including diplomacy or war between factions.
This topic is intended to brainstorm some new factions and possibly start work on them.
Obvious factions
I'm either borrowing other people's ideas or using some very obvious concepts. This list should be expanded.
Survivalists
Description: "Some people knew the End was coming and prepared. Now they intend to keep what is theirs."
Size: Small (half the size of the Free Merchants?)
Attitudes: Extremely hostile to the Old Guard (who they see as having caused the Cataclysm) and the Robofac (who they just don't trust). Generally suspicious of the Free Merchants for being Old Guard allies. Generally not hostile to other factions, and trying to be decent people in a tough situation, but they're not about to provide charity for people too foolish to prepare.
Bases: A farm. Seeking to expand to other farms, missile silos, or military bunkers.
Trade: Barters copious ammo supplies for diesel, alcohol, etc. Doesn't have currency but will use promissory notes for specific things to round out a barter deal.
Missions: Go find that one thing they forget to prepare, get them luxury goods that they want but thought they could do without, weaken the Old Guard, deal with hostiles.
Robofac
Description: "The scientists of a working lab."
Notes: The lab is barely functioning, but the Melchior AI has taken control of the remaining staff and is now running the place.
Size: Small (half the size of the Free Merchants?)
Attitudes: Hostile to the Old Guard (Melchior doesn't want to be controlled).
Bases: A small, partially working lab.
Trade: Uses precious metal coins for currency. Sells ultra-tech wonder products. Buys food, basic goods, plutonium cells, information.
Missions: Acquire science specimens, provide replacement science equipment, set up radio repeaters near other labs, hook other Melchior networks into this lab's network, acquire gold and silver for its currency.
Zombie Cult
Description: "Madmen who think they can make friends with the zombies."
Size: Small
Attitudes: Mildly hostile to everyone, but also desperate. Making friends with zombies is hard, and they need help surviving until they make contact with the zombie brain.
Bases: Desolate buildings.
Trade: Barter random scavenged good for food, clean water, etc.
Missions: Sabotage other factions, learn more about the zombies, attempt diplomatic relations with the Nether things.
Marloss Evangelists
Description: "Mutants have eaten of the Marloss berry and now preach the only way humanity can survive."
Size: Medium
Attitudes: They would like to have good relations with all factions, but people keep setting them on fire.
Bases: Fungal areas.
Trade: Barter random goods for random goods. They will round out trade with promises of future marloss berries.
Missions: Spread the fungus, convert other factions, destroy nether creatures and triffids, intercept people trying to destroy the fungus.
Fence Men
Description: "Former convicts who have taken over the prison and now seek to trade to improve their goods."
Notes: Mildly unsavory, but more "mean people in a bad situation" than "outright evil." Well, maybe evil depending on how you consider slavery, but they're not going to shoot you for breathing.
Size: About the same as the Free Merchants
Attitudes: Hostile to the Old Guard, but otherwise neutral or friendly. Trades with the Hell's Raiders. Sometimes donates to the God's Chosen.
Bases: Most of a prison - parts of it are still blocked off with zombies inside.
Trade: Uses bullets for currency. Sells wrecked robot bits, raw material from the prison, or slaves for food, water, medical supplies, etc.
Missions: Acquire farming supplies. Conduct diplomacy with other factions. Sabotage Old Guard. Handle trade with the Neo Natives because the Fence Men don't want to end up in anyone's cooking pot.
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